version 3.5
month day, 2025
NOT COMPATIBLE with older saves - replace your ENTIRE download folder when upgrading
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FILES
- updated spell text, monster density & seasons patches
- updated maps folder
- updated custom palette
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MISC
- updated Smith / Straw dialogue
- peaceful (non-combat) grass now has a separate look
- applied makeup brush to nearly all submaps
- updated appearance for Blue Rose / Blue Iris
- treasure chests now show they have been opened
- added a music-friendly treasure chest sound
- the LAZULI stone now awards permanent stat upgrades to the current party leader when given to Smith
- the Lazuli Sword/Conduit Rod are now found in the same area as the stone itself
- reverted the stone's Magecore moniker
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FIXES
- two vanilla FF1 tiling bugs
- three vanilla FF1 room-related bugs
- minor Fighter sprite adjustment
- Cattail weapon palette bug
- monster density bug
- spell text for SABRE / RUNE
- minor inaccuracy w/ FRAME / GAMMA / FADE hit bonus
- Green Ogres not casting spells
- Perilisks attacking w/ instant death
- obscure SAP / DRAIN bug
- monster CURE/HEAL spells healing very low amounts
- HEAL potions receiving INT bonus in battle
- Exoray, Hyacinth & Blood Anima not regenerating HP
- Pixie Robe using upper absorb tier
- a particularly ruthless Ghost Ship trap position
- oversight from 2019 that flipped all weaponized resistance flags* (see Enemies)
- Mohawk Guy
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COMBAT
- HP healed is now displayed in battle
- pressing SELECT on the command input menu now issues a RUN command using only one button
- commands issued in FIEND/CHAOS battles now use a confirmation cursor like other formations
- items with single-target spells now correctly choose entirely random targets
- spells cast against Muted targets now ignore 1/2 magic defense
- increased frame span of Respond Rate 7 from 2 to 3
- removed additional flee penalty in Lunarscape
- modified weapon ailment proc curve to aid low hit counts
- old: 11% chance per hit
- new: 20% chance for the first hit, 9% chance for all subsequent hits
- 1 hit: 11% → 20%
- 2 hits: 20% → 27%
- 3 hits: 29% → 34%
- 4 hits: 37% → 40%
- 5 hits: 44% → 45%
- 6 hits: 50% → 50%
- 7 hits: 56% → 55%
- 8 hits: 60% → 59%
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CLASSES
- Archer
- added long range sniper proficiency
- adds +2-4 damage per hit and +10 base hit vs. enemies in the far left column
- has no effect in FIEND/CHAOS formations
- White Mage
- Black Mage
- Shield Mage
- added a 40% chance for splash damage on successful attacks
- blasts one random enemy with non-elemental magic damage; can be the initial target
- deals 1/4 the Shield Mage's DAMAGE stat
- can be modified by SABRE/RUNE
- adds +1-4 spell damage for each successful hit after the first
- proc chance cannot be modified
- uses HIT stat for spell hit bonus
- receives bonuses from INT
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EQUIPS
- palette and graphic edits
- renamed Seraph Harp → Sky Harp
- renamed Gloom Flower → Exoray Flower
- renamed Exoray Flower → Frostbite Flower
- Star Blade (formerly Gamma Sword)
- returns from the legacy 2019 era
- added Archer/Cattail permissions
- added bonus vs. Demonic
- Frost Bow
- Cherry Bow
- Flash Bow
- Aurora Bow
- Songar Whip (formerly Bane Whip)
- hit bonus: 40 → 48
- swapped Poison-elemental for bonus vs. Undead
- added BIO spellcast
- Earth Lantern
- damage: 12 → 13
- hit bonus: 12 → 13
- added weaponized Stun
- Omen Lantern (formerly Sprite Lantern)
- damage: 22 → 25
- hit bonus: 100 → 72
- critical rate: 7% → 10%
- removed Ice-elemental
- added bonus vs. Large
- added use permission for Blue Iris
- effect changed from Sleep to Shatter (new weapon ailment)
- instantly petrifies and shatters an enemy
- works on all enemies except bosses
- Venus Flower
- Hyacinth Flower
- Elixir Harp
- damage: 15 → 16
- hit bonus: 38 → 42
- added weaponized Poison
- swapped bonus vs. Undead for Time-elemental
- Earth Harp
- damage: 17 → 16
- hit bonus: 35 → 38
- Sabre Harp (formerly Ghost Harp)
- damage: 20 → 21
- hit bonus: 50 → 60
- critical rate: 70% → 60%
- removed all elemental bonuses
- added SABRE spellcast
- Guard Anima
- hit bonus: 3 → 4
- added Lightning-elemental
- Spark Anima
- Triune Anima (new)
- new treasure for the Floating Castle
- White Robe
- added Blue Iris permissions
- Black Robe
- added Blue Iris permissions
- Dragon Mail
- Aura Cloak
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SPELLS
- HARM2
- HARM3
- HARM4
- FRAME
- absorb reduction: 25 → 30
- EXIT
- can now also be used in combat
- escapes normal battles with 100% success rate
- escapes "can't run" battles with (INT / 4 + 25)% success rate
- auto fails vs. FIENDS/CHAOS
- BLIND*
- NOTE: Status-elemental was never added due to a bug - this spell has always been non-elemental
- instead of fixing it, a hit penalty has been applied to compensate for the spell's wider utility
- hit bonus: 64% → 24%
- DISPEL
- absorb reduction: 25 → 30
- BIO
- now also deals 5-20 instant poison damage (uses a separate hit check)
- BIO2
- now also deals 10-40 instant poison damage (uses a separate hit check)
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DOMAINS & FORMATIONS
- Coneria
- swapped Grey Imps to the back row
- Southeast Pravoka
- Scorpions more common
- Ooze/Arachnid less common
- Shaman/Green Ogre more common
- Wolf/Zombie Wolf removed
- Northeast Pravoka
- Werewolves are now extremely common
- Kyzokus now appear occasionally
- Jester/Werewolf now appear rarely
- removed all other formations
- Northeast Elfland
- Madpony now appears, making Creep/Ogre less common
- West & South Elfland
- Arachnids no longer appear with Ooze (they still appear in southwest & central Elfland)
- Ice Cave B2
- Frost Wolves can once again appear, à la vanilla
- Floating Castle 1F
- Mage/Badman/Nightmare less common
- Medusa/Gorgon more common
- Medusa/Vixen now appear rarely
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ENEMIES
- weaponized ailment changes
- the following no longer erroneously resist weaponized Poison: Ire, Vixen, Grey Naga
- the following now properly resist weaponized Poison: Locust, Wizard Giant, Zealot
- in addition, Scum, Swamp Eye & Fairy Dragon no longer resist weaponized Poison
- Archon Dragon & WarMECH are now immune to all weapon ailments
- Wolf
- removed Poison-elemental weakness
- Green Bone
- HP: 110 → 72
- magic defense: 80% → 70%
- removed Status- and Poison-elemental resistance
- Arachnid
- Ooze
- Wizard
- Cobra
- Tremor
- palette edit
- removed Status-elemental weakness
- Piranha
- removed Poison-elemental weakness
- Mage
- Zombie Dragon
- Wizard Ogre
- Wizard Vampire
- modified magic script
- old: MUTE, FIRE3, ICE2, ICE2, FIRE2, FIRE2, LIT2, LIT2
- new: MUTE, HEAL, WARP, SABRE
- modified special script
- old: TRANCE
- new: TRANCE, BLAZE, BLIZZARD, FLASH
- Air Elemental
- Zealot
- Evilman
- removed Poison-elemental resistance
- Archon Dragon
- magic defense: 128% → 90%